ToriaAssets/Sources/Shaders/DepthCopy.shader

44 lines
708 B
Plaintext
Raw Permalink Normal View History

2026-05-19 12:20:15 +02:00
Shader "GlobalSnow/DepthCopy" {
Properties {
}
SubShader {
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float depth : TEXCOORD0;
};
v2f vert( appdata_base v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.depth = COMPUTE_DEPTH_01;
// cover all horizon
float4 scrPos = ComputeScreenPos(o.pos);
if (scrPos.y<=0.01 || scrPos.y>=0.99) o.depth = 1.0;
if (scrPos.x<=0.01 || scrPos.x>=0.99) o.depth = 1.0;
return o;
}
float4 frag(v2f i) : SV_Target {
return float4(i.depth, 0.0, 1.0, 1.0);
}
ENDCG
Pass { // Depth snapshot
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback Off
}